"You wanna get choked?!" Movelist/Combo Thread (Updated: AE changes)

if you’re missin it during matches just switch to MP Hayate

I get hit or thrown out of ex oroshi A LOT. So I tend to use it less on wakeup than most, I guess. Its like a panic move for when all else fails. Like when i’m whooping someones ass and they counter pick Rog or default (that’s what i call ryu) or Gully lol. j/k. Seriously, i know the options i have… maybe i’m just greedy. Maybe i’m a show off. i lose a lot of matches because a flashiness and lack of solid defense and blocking. Herein is the lesson. On wakeup, with Makoto, instead of trying to find a way to punish their post knockdown options I should focus on solid blocking and throw techs. I will give your idea a try, although it should be OBVIOUS to me, i’m not the brightest guy in the world. Ok, flash out of the window. We will focus on defense, blocking, and avoiding their attacks instead of trying to punish every flinch they make lol. Once i get inside, proceed like normal and destroy accordingly. Good advice. I’ll pound this one into my head for the next few weeks and see where it gets me…

Training mode

You guys may like to hear that an air to air tsurugi can be followed up by a IA tsurugi. Mainly LK or MK into LK/MK/HK. Can’t get EX to connect so I ain’t sure sure about that. Been holding this information to myself for some time now since I was planning on making a video about it. Sorry if this is old news but haven’t read it anywhere in the threads and I thought it would be nice to tell you guys about this 3s stuff.

-Night

Breaking news everybody, october 04 2010 around 6:30-7:10pm pst Tide Landed his first of many karakara’s! I was in training mode grinding away as usual, expecting to get it by luck when I decided to go to the kar conpendium thread and learn some of the easier kara cancels, I got the kara hayate immediately then kara oroshi (which seems really useful) and then the kara fukiage and then the regular ol kara throw. Learning those first helped me to learn the speed in which the LK~HK needed to be pressed. I couldn’t beleive it when it finally came out but it definitely was a kara karakusa. I even managed to do a st.hp>hp.hayate> kara karakusa on Hakan = D

now I just need to practice it from the 2p side, I only managed to get a few from that side. I’m soooo happy right now, I’ve been wanting to be able to do this like forever and I did not know when I would be able to…

If anyone else is having trouble learning kara karakusa I recommend learning to her other kara cancels to give you an idea of the timing because that’s what helped me.

I actually figured it out before I watched your vid krisppy xD but thanks for your help, your vid has a better view of the buttons than the other one that’s up. and mossad man you helped me last time I was asking about it.

Err just do it as fast as your possibly can lol. I use different techniques for diff sides though, since on one side the dp motion f +lk, then back seems more natural.

I just tried the dp motion F+lk for the 2p side, that way does seem easier lol.

Slow down and stop jamming on the stick. The only reason you’re having trouble is most likely because you’re wailing on it and that makes you hella inaccurate with inputs. Try to be as gentle/quiet/light as possible and you’ll get the feel/timing down in a much more fluid/consistent way.

The ways you fail it are more or less you either mistime the kick and do it too early, you start the downward motion to soon, or you just go front to back and fail to input the down. This is almost always because you’re TRYING to be really fast. When you do that and you haven’t practiced being fluid about it you end up tensing up and doing a half-assed job of it.

So my suggestion like I said is to do it as quietly as you can. Works towards doing it without hitting your sticks gate at all.

Sometimes you can try too hard. Also its easier to start doing it by holding forward and then trying to do it. Instead of starting from neutral and then going forward, etc.

Hope this helps.

I can do it from the 2p side now, the problem was, when I tried to do it the same way as the 1p side it didn’t feel like a normal wrist movement. from 2p I do F+lk down back back HK and it works a lot better. Glad I’m starting to get consistent with it. Soon I’ll start actually trying some of my karakusa set ups in matches >_>

6236+LK 4+K is so easier :frowning:

And, you can buffer it, thing you cannot do with 6+LK 34+k.

I’m not sure if people know this already, but on counterhit you can combo from f+mk into jab - > medium - > w/e

@Vryu I didn’t think about that, so I’m guessing that means if you don’t buffer in the forward,down,down forward,forward after you hit them with something then you can’t get your kara karakusa out on the first frame after it ends? or would it just mean that it would be really difficult getting the perfect timing doing 6+lk 34k?

I tested it out a little in training mode, I can do both methods, but I always seem to mess up the dp motion + F+lk, I usually end up getting a neutral lk lol. When I did get the hang of it I was able to do it a good amount of times in a row, I guess the fact that you can buffer it makes it important to learn so I’ll be practicing it in training mode.

Also didn’t know F+mk had any counterhit combos, I find myself rarely using F+mk because it seems to get beat by a lot of other moves. same with F+lk there are probably places I could use that move but I don’t. I have been trying to make better use of her F+hk for people who like to hold back to get out of pressure.

For me, on 2P side, it’s even easier to truncate the dp motion kara further: 626+lk 4+k. Fucking silly. At this rate, we’ll be able to boil it down to FORWARD+SMACK ALL BUTTONS.

actually it’s a pretty solid footsie tool, i use it a lot against Dudleys & Sagats…hell i even throw it out on some Zangiefs
it gives greatest success when both players are doing footsies though, i usually scout their moves & aim to attack when they whiff a poke

What’s the deal with canceling Hayate into Super? I’ve been saving my EX a lot, trying to play very similar to Flash Metroid, but I’m not sure what will work after I cancel my hit Hayate into Super. Usually I go for c.MP xx MP Hayate. Does mid-screen c.MP xx MP Hayate xx Super > Ultra 1 work on most characters? I don’t know, it’s frustrating when I finally hit it during a match and I waste the opportunity.

Any charts or lists telling what you can follow up Supers with? For that matter, any chart on plain old s.HP xx HP Hayate followups? I hate fighting new characters and trying to Karakusa them after a HP Hayate, only for them to hold down-back, then punish me.

Hayate > Super > Ultra works on everyone if you get it out fast enough.

i’ve done this one before; Super -> sHP
& i think Super -> Tsurugi works (least i recall reading that somewhere)

It should work on everybody if you’re doing it fast enough.
Why not use s.MP after the Super? I think that’s better unless you really want to go for the optimal damage.

I keep ending up too far after Super to hit s.MP or s.HP (and what seems to be ASAP Ultra) against some characters, especially if it wasn’t a HP Hayate xx Super.

I saw a few posts earlier about doing the hayate after fp.

If you’re hitting the fp just negative edge it. Works for all punch > hayate. Takes a moment to get used to how it feels but once you do its far superior. You really can’t mess it up.

If you’re missing the fp after karakusa no biggie just practice not mashing it and you’ll get the timing down.

As for f+mk it’s useful just not something you can throw out constantly. It’s great in some situations and if you have them trained to block you can f+mk to light karakusa which is pretty snazzy.

sounds like you’re using LP Hayate, stick to MP & HP, they leave you at the closest distance, though you should be able to cMP after a LP Hayate